Example #1
0
void Agent::submitCancellation(int a_OrderBookId,int a_orderIdentifier, int a_price,  double a_time, OrderType type)
{
	Order l_order(a_OrderBookId , m_identifier ,a_time , a_price,
		0 ,type ,
		a_orderIdentifier, ALIVE);

	m_linkToMarket->pushOrder(l_order);
}
Example #2
0
void Agent::submitOrder(int a_asset , double a_time ,
						int	a_volume , OrderType a_type, int a_price, int priority )
{
	if(a_volume!=0){
		int l_orderIdentifier = m_linkToMarket->getOrderIdentifier();
		Order l_order(a_asset , m_identifier ,a_time , a_price,
			a_volume ,a_type ,
			l_orderIdentifier, ALIVE);
		
		m_passedOrders[l_orderIdentifier] = l_order;
		mtx_.lock();
		m_pendingOrders[l_orderIdentifier] = l_order;
		mtx_.unlock();
		m_linkToMarket->pushOrder(l_order);
	}
}
Example #3
0
void p_movefunction(int movef)
{
    /* loc functs above traps should be activated whether levitating or not */
    drawvision(Player.x,Player.y);
    sign_print(Player.x,Player.y,false);
    if (Player.status[SHADOWFORM])
        switch(movef) {	/* player in shadow form is unable to do most things */
        case L_CHAOS:
            l_chaos();
            break;
        case L_ABYSS:
            l_abyss();
            break;
        case L_ARENA_EXIT:
            l_arena_exit();
            break;
        case L_ENTER_COURT:
            l_enter_court();
            break;
        case L_ESCALATOR:
            l_escalator();
            break;
        case L_COLLEGE:
            l_college();
            break;
        case L_SORCERORS:
            l_sorcerors();
            break;
        case L_ALTAR:
            l_altar();
            break;
        case L_TACTICAL_EXIT:
            l_tactical_exit();
            break;
        case L_HOUSE_EXIT:
            l_house_exit();
            break;
        case L_HOUSE:
            l_house();
            break;
        case L_HOVEL:
            l_hovel();
            break;
        case L_MANSION:
            l_mansion();
            break;
        case L_COUNTRYSIDE:
            l_countryside();
            break;
        case L_ORACLE:
            l_oracle();
            break;
        case L_TEMPLE_WARNING:
            l_temple_warning();
            break;
        case L_ENTER_CIRCLE:
            l_enter_circle();
            break;
        case L_CIRCLE_LIBRARY:
            l_circle_library();
            break;
        case L_TOME1:
            l_tome1();
            break;
        case L_TOME2:
            l_tome2();
            break;
        case L_ADEPT:
            l_adept();
            break;
        case L_VOICE1:
            l_voice1();
            break;
        case L_VOICE2:
            l_voice2();
            break;
        case L_VOICE3:
            l_voice3();
            break;
        case L_VOID:
            l_void();
            break;
        case L_FIRE_STATION:
            l_fire_station();
            break;
        case L_EARTH_STATION:
            l_earth_station();
            break;
        case L_WATER_STATION:
            l_water_station();
            break;
        case L_AIR_STATION:
            l_air_station();
            break;
        case L_VOID_STATION:
            l_void_station();
            break;
        }
    else if ((! Player.status[LEVITATING]) ||
             State.getMounted() ||
             (Cmd == '@') || /* @ command activates all effects under player */
             (movef < LEVITATION_AVOIDANCE)) {
        if (movef != L_NO_OP) {
            State.setFastMove(false);
            dataprint();
        }
        switch(movef) {
            /* miscellaneous */
        case L_NO_OP:
            l_no_op();
            break;
        case L_HEDGE:
            l_hedge();
            break;
        case L_WATER:
            l_water();
            break;
        case L_LIFT:
            l_lift();
            break;
        case L_LAVA:
            l_lava();
            break;
        case L_FIRE:
            l_fire();
            break;
        case L_WHIRLWIND:
            l_whirlwind();
            break;
        case L_RUBBLE:
            l_rubble();
            break;
        case L_MAGIC_POOL:
            l_magic_pool();
            break;
        case L_CHAOS:
            l_chaos();
            break;
        case L_ABYSS:
            l_abyss();
            break;

        case L_PORTCULLIS_TRAP:
            l_portcullis_trap();
            break;
        case L_RAISE_PORTCULLIS:
            l_raise_portcullis();
            break;
        case L_DROP_EVERY_PORTCULLIS:
            l_drop_every_portcullis();
            break;
        case L_ARENA_EXIT:
            l_arena_exit();
            break;
        case L_TRIFID:
            l_trifid();
            break;
        case L_ENTER_COURT:
            l_enter_court();
            break;
        case L_ESCALATOR:
            l_escalator();
            break;
        case L_THRONE:
            l_throne();
            break;

        case L_TRAP_DART:
            l_trap_dart();
            break;
        case L_TRAP_SIREN:
            l_trap_siren();
            break;
        case L_TRAP_PIT:
            l_trap_pit();
            break;
        case L_TRAP_DOOR:
            l_trap_door();
            break;
        case L_TRAP_SNARE:
            l_trap_snare();
            break;
        case L_TRAP_BLADE:
            l_trap_blade();
            break;
        case L_TRAP_FIRE:
            l_trap_fire();
            break;
        case L_TRAP_TELEPORT:
            l_trap_teleport();
            break;
        case L_TRAP_DISINTEGRATE:
            l_trap_disintegrate();
            break;
        case L_TRAP_SLEEP_GAS:
            l_trap_sleepgas();
            break;
        case L_TRAP_MANADRAIN:
            l_trap_manadrain();
            break;
        case L_TRAP_ACID:
            l_trap_acid();
            break;
        case L_TRAP_ABYSS:
            l_trap_abyss();
            break;

            /*door functions */
        case L_BANK:
            l_bank();
            break;
        case L_ARMORER:
            l_armorer();
            break;
        case L_CLUB:
            l_club();
            break;
        case L_GYM:
            l_gym();
            break;
        case L_BROTHEL:
            l_brothel();
            break;
        case L_THIEVES_GUILD:
            l_thieves_guild();
            break;
        case L_COLLEGE:
            l_college();
            break;
        case L_HEALER:
            l_healer();
            break;
        case L_STATUE_WAKE:
            l_statue_wake();
            break;
        case L_CASINO:
            l_casino();
            break;
        case L_COMMANDANT:
            l_commandant();
            break;
        case L_DINER:
            l_diner();
            break;
        case L_CRAP:
            l_crap();
            break;
        case L_TAVERN:
            l_tavern();
            break;
        case L_MERC_GUILD:
            l_merc_guild();
            break;
        case L_MONASTERY:
            l_monastery();
            break;
        case L_ALCHEMIST:
            l_alchemist();
            break;
        case L_SORCERORS:
            l_sorcerors();
            break;
        case L_CASTLE:
            l_castle();
            break;
        case L_ARENA:
            l_arena();
            break;
        case L_VAULT:
            l_vault();
            break;
        case L_DPW:
            l_dpw();
            break;
        case L_LIBRARY:
            l_library();
            break;
        case L_PAWN_SHOP:
            l_pawn_shop();
            break;
        case L_CONDO:
            l_condo();
            break;
        case L_TOURIST:
            l_tourist();
            break;
        case L_ALTAR:
            l_altar();
            break;
        case L_TACTICAL_EXIT:
            l_tactical_exit();
            break;
        case L_HOUSE_EXIT:
            l_house_exit();
            break;
        case L_SAFE:
            l_safe();
            break;
        case L_HOUSE:
            l_house();
            break;
        case L_HOVEL:
            l_hovel();
            break;
        case L_MANSION:
            l_mansion();
            break;
        case L_COUNTRYSIDE:
            l_countryside();
            break;
        case L_ORACLE:
            l_oracle();
            break;
        case L_ORDER:
            l_order();
            break;
        case L_CARTOGRAPHER:
            l_cartographer();
            break;

        case L_TEMPLE_WARNING:
            l_temple_warning();
            break;
        case L_ENTER_CIRCLE:
            l_enter_circle();
            break;
        case L_CIRCLE_LIBRARY:
            l_circle_library();
            break;
        case L_TOME1:
            l_tome1();
            break;
        case L_TOME2:
            l_tome2();
            break;

        case L_CHARITY:
            l_charity();
            break;

        case L_CHAOSTONE:
            l_chaostone();
            break;
        case L_VOIDSTONE:
            l_voidstone();
            break;
        case L_BALANCESTONE:
            l_balancestone();
            break;
        case L_LAWSTONE:
            l_lawstone();
            break;
        case L_SACRIFICESTONE:
            l_sacrificestone();
            break;
        case L_MINDSTONE:
            l_mindstone();
            break;

            /* challenge functions */
        case L_ADEPT:
            l_adept();
            break;
        case L_VOICE1:
            l_voice1();
            break;
        case L_VOICE2:
            l_voice2();
            break;
        case L_VOICE3:
            l_voice3();
            break;
        case L_VOID:
            l_void();
            break;
        case L_FIRE_STATION:
            l_fire_station();
            break;
        case L_EARTH_STATION:
            l_earth_station();
            break;
        case L_WATER_STATION:
            l_water_station();
            break;
        case L_AIR_STATION:
            l_air_station();
            break;
        case L_VOID_STATION:
            l_void_station();
            break;
        }
    }
}